mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-05 20:40:30 +00:00
ed0d804792
maintains its own FOV scale independent from any other weapons the player may have. - Fixed: When parsing DECORATE functions that were not exported, the parser crashed after giving you the warning. SVN r1688 (trunk)
335 lines
6.8 KiB
Text
335 lines
6.8 KiB
Text
ACTOR Inventory native
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{
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Inventory.Amount 1
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Inventory.MaxAmount 1
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Inventory.UseSound "misc/invuse"
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Inventory.PickupSound "misc/i_pkup"
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action native A_JumpIfNoAmmo(state label);
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action native A_CustomPunch(int damage, bool norandom = false, bool useammo = true, class<Actor> pufftype = "BulletPuff", float range = 0);
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action native A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", bool useammo = true, float range = 0);
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action native A_FireCustomMissile(class<Actor> missiletype, float angle = 0, bool useammo = true, int spawnofs_xy = 0, float spawnheight = 0, bool aimatangle = false, float pitch = 0);
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action native A_RailAttack(int damage, int spawnofs_xy = 0, int useammo = true, color color1 = "", color color2 = "", bool silent = false, float maxdiff = 0, class<Actor> pufftype = "BulletPuff");
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action native A_Light(int extralight);
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action native A_Light0();
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action native A_Light1();
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action native A_Light2();
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action native A_LightInverse();
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action native A_WeaponReady();
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action native A_Lower();
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action native A_Raise();
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action native A_FirePistol();
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action native A_FireShotgun();
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action native A_FireShotgun2();
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action native A_OpenShotgun2();
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action native A_LoadShotgun2();
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action native A_CloseShotgun2();
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action native A_FireCGun();
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action native A_FireSTGrenade(class<Actor> grenadetype = "Grenade");
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action native A_FireMissile();
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action native A_FirePlasma();
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action native A_FireRailgun();
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action native A_FireRailgunLeft();
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action native A_FireRailgunRight();
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action native A_RailWait();
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action native A_BFGsound();
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action native A_FireBFG();
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action native A_ReFire();
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action native A_ClearReFire();
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action native A_CheckReload();
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action native A_GunFlash();
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action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
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action native A_CheckForReload(int counter, state label, bool dontincrement = false);
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action native A_ResetReloadCounter();
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action native A_RestoreSpecialPosition();
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action native A_RestoreSpecialDoomThing();
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action native A_RestoreSpecialThing1();
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action native A_RestoreSpecialThing2();
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States
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{
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HideDoomish:
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TNT1 A 1050
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TNT1 A 0 A_RestoreSpecialPosition
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TNT1 A 1 A_RestoreSpecialDoomThing
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Stop
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HideSpecial:
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ACLO E 1400
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ACLO A 0 A_RestoreSpecialPosition
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ACLO A 4 A_RestoreSpecialThing1
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ACLO BABCBCDC 4
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ACLO D 4 A_RestoreSpecialThing2
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Stop
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Held:
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TNT1 A -1
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Stop
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HoldAndDestroy:
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TNT1 A 1
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Stop
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}
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}
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Actor Ammo : Inventory native
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{
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+INVENTORY.KEEPDEPLETED
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Inventory.PickupSound "misc/ammo_pkup"
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}
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Actor BackpackItem : Inventory native
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{
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}
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ACTOR Armor : Inventory native
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{
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Inventory.PickupSound "misc/armor_pkup"
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}
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ACTOR BasicArmor : Armor native
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{
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+Inventory.KEEPDEPLETED
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}
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ACTOR BasicArmorBonus : Armor native
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{
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+Inventory.AUTOACTIVATE
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+Inventory.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Armor.SavePercent 0.333333
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}
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ACTOR BasicArmorPickup : Armor native
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{
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+Inventory.AUTOACTIVATE
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Inventory.MaxAmount 0
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}
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ACTOR HexenArmor : Armor native
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{
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+Inventory.KEEPDEPLETED
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+Inventory.UNDROPPABLE
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}
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ACTOR DehackedPickup : Inventory native {}
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ACTOR FakeInventory : Inventory native {}
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ACTOR CustomInventory : Inventory native {}
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Actor Health : Inventory native
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{
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Inventory.Amount 1
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Inventory.MaxAmount 0
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Inventory.PickupSound "misc/health_pkup"
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}
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Actor HealthPickup : Inventory native
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{
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Inventory.DefMaxAmount
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+INVENTORY.INVBAR
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}
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Actor Key : Inventory native
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{
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+INVENTORY.INTERHUBSTRIP
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Inventory.PickupSound "misc/k_pkup"
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}
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ACTOR PowerupGiver : Inventory native
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{
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Inventory.DefMaxAmount
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+INVENTORY.INVBAR
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.PickupSound "misc/p_pkup"
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}
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ACTOR Powerup : Inventory native {}
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ACTOR PowerInvulnerable : Powerup native
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{
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Powerup.Duration -30
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inventory.icon "SPSHLD0"
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}
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ACTOR PowerStrength : Powerup native
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{
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Powerup.Duration 1
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Powerup.Color 255,0,0,0.5
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerInvisibility : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerGhost : PowerInvisibility native {}
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ACTOR PowerShadow : PowerInvisibility native
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{
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Powerup.Duration -55
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerIronFeet : Powerup native
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{
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Powerup.Duration -60
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Powerup.Color 0, 255, 0, 0.125
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}
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ACTOR PowerMask : PowerIronFeet native
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{
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Powerup.Duration -80
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Powerup.Color 0,0,0,0
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+INVENTORY.HUBPOWER
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Inventory.Icon "I_MASK"
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}
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ACTOR PowerLightAmp : Powerup native
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{
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Powerup.Duration -120
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}
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ACTOR PowerTorch : PowerLightAmp native {}
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ACTOR PowerFlight : Powerup native
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{
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Powerup.Duration -60
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerWeaponLevel2 : Powerup native
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{
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Powerup.Duration -40
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Inventory.Icon "SPINBK0"
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}
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ACTOR PowerSpeed: Powerup native
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{
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Powerup.Duration -45
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Speed 1.5
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Inventory.Icon "SPBOOT0"
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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ACTOR PlayerSpeedTrail native
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{
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+NOBLOCKMAP
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+NOGRAVITY
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Alpha 0.6
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RenderStyle Translucent
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}
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ACTOR PowerMinotaur : Powerup native
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{
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Powerup.Duration -25
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Inventory.Icon "SPMINO0"
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}
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ACTOR PowerTargeter : Powerup native
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{
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Powerup.Duration -160
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+INVENTORY.HUBPOWER
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States
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{
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Targeter:
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TRGT A -1
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Stop
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TRGT B -1
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Stop
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TRGT C -1
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Stop
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}
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}
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ACTOR PowerFrightener : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerScanner : Powerup native
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{
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Powerup.Duration -80
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+INVENTORY.HUBPOWER
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}
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ACTOR PowerTimeFreezer : Powerup native
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{
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Powerup.Duration -12
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}
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ACTOR PowerDamage : Powerup native
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{
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Powerup.Duration -25
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}
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ACTOR PowerProtection : Powerup native
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{
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Powerup.Duration -25
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}
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ACTOR PowerDrain : Powerup native
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{
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Powerup.Duration -60
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}
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ACTOR PowerRegeneration : Powerup native
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{
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Powerup.Duration -120
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}
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ACTOR PowerHighJump : Powerup native {}
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ACTOR PowerDoubleFiringSpeed : Powerup native {}
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ACTOR PowerMorph : Powerup native
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{
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Powerup.Duration -40
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}
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ACTOR PowerInfiniteAmmo : Powerup native
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{
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Powerup.Duration -30
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}
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ACTOR MapRevealer : Inventory native {}
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ACTOR PuzzleItem : Inventory native
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{
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+NOGRAVITY
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+INVENTORY.INVBAR
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Inventory.DefMaxAmount
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Inventory.UseSound "PuzzleSuccess"
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Inventory.PickupSound "misc/i_pkup"
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}
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Actor Weapon : Inventory native
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{
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Inventory.PickupSound "misc/w_pkup"
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Weapon.DefaultKickback
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States
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{
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LightDone:
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SHTG E 0 A_Light0
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Stop
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}
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action native A_ZoomFactor(float scale = 1, int flags = 0);
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const int ZOOM_INSTANT = 1;
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}
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ACTOR WeaponGiver : Weapon native
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{
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Weapon.AmmoGive1 -1
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Weapon.AmmoGive2 -1
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}
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Actor WeaponHolder : Inventory native
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{
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+NOBLOCKMAP
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+NOSECTOR
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+INVENTORY.UNDROPPABLE
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}
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Actor WeaponPiece : Inventory native {}
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